NBA 2K27 Takeover
Takeover requirements on this page were captured from NBA 2K27 early access on August 26, 2026. 2K can retune thresholds at any time. We re-check this page after launch and after every patch.
Every MyPlayer in NBA 2K27 has five Takeover slots, one per discipline. Each slot starts with a Default Takeover and unlocks a named ability once your ratings hit a specific threshold. Eighteen abilities are gated behind attribute requirements, and every one is listed below with its exact numbers.
A separate 21-level Takeover Progression track controls whether you can swap abilities at all, and unlocks the Longevity, Overdrive and Accelerator perks. That track is account-wide and carries across every MyCAREER save.
How NBA 2K27 Takeover works
Each discipline starts with a Default Takeover that boosts every attribute in that discipline by +30, up to a maximum of 80. The cap is the part worth planning around: the Default never lifts a rating past 80, so it adds nothing to an attribute that already sits at 80 or higher.
Requirements are hard thresholds checked against your ratings. Missing by one point means the ability stays locked, so an 84 Close Shot build does not get Inside Touch.
Most abilities that list two attributes need both. The two Shooting abilities are the exception and need either one, which makes Calibrated and Shot Artist reachable for pure mid-range builds.
Hydration Hero has no attribute requirement and is available in every discipline. It comes from Takeover Progression Level 6, not from your ratings, so it is listed in the rewards table below rather than in the requirement tables.
Takeover requirements by discipline
Sort by clicking a column header, or filter by clicking any rating to see everything you qualify for at that number. A dimmed 25 means the attribute has no requirement. On smaller screens the columns use short labels, and each table includes a legend that explains them.
Calibrated and Shot Artist need only one of Three-Point Shot or Mid-Range Shot, so filtering just one of the two keeps them listed. Their row note tells you which pair applies, and you can filter the second rating to rule them out.
Finishing Takeover requirements
| Name Name | DL Driving Layup | DD Driving Dunk | Vert Vertical | CS Close Shot | SD Standing Dunk | PC Post Control |
|---|---|---|---|---|---|---|
| Default Finishing | 25 | 25 | 25 | 25 | 25 | 25 |
| Navigator | 85 | 25 | 25 | 25 | 25 | 25 |
| Airspace | 25 | 87 | 75 | 25 | 25 | 25 |
| Inside Touch | 25 | 25 | 25 | 85 | 25 | 25 |
| Detonator | 25 | 25 | 25 | 25 | 85 | 25 |
| Paint Surgeon | 25 | 25 | 25 | 80 | 25 | 75 |
Shooting Takeover requirements
Calibrated and Shot Artist need either the 3PT or the MID rating shown, not both.
| Name Name | 3PT Three-Point Shot | MID Mid-Range Shot |
|---|---|---|
| Default Shooting | 25 | 25 |
| Calibrated 3PT or MID | 85 | 85 |
| Shot Artist 3PT or MID | 89 | 89 |
| Zip Code | 91 | 25 |
Playmaking Takeover requirements
| Name Name | BH Ball Handle | SWB Speed With Ball | PA Pass Accuracy |
|---|---|---|---|
| Default Playmaking | 25 | 25 | 25 |
| Cook | 90 | 25 | 25 |
| Blur | 85 | 80 | 25 |
| Dishmaster | 25 | 25 | 80 |
Defense Takeover requirements
| Name Name | STL Steal | PD Perimeter Defense | ID Interior Defense | BLK Block |
|---|---|---|---|---|
| Default Defense | 25 | 25 | 25 | 25 |
| Hawk | 85 | 25 | 25 | 25 |
| Glue | 25 | 85 | 25 | 25 |
| Rim Guardian | 25 | 25 | 80 | 80 |
Rebounding Takeover requirements
| Name Name | OREB Offensive Rebound | DREB Defensive Rebound | STR Strength |
|---|---|---|---|
| Default Rebound | 25 | 25 | 25 |
| Muscle | 80 | 80 | 80 |
| See The Future | 85 | 85 | 25 |
| Demolition | 25 | 25 | 88 |
| Second Chance | 80 | 25 | 25 |
What each Takeover ability does
Every description below is the in-game text, unedited.
Finishing
Default Finishing
No rating requirement. Equipped by default.
Boost to all Finishing attributes by +30, up to a maximum of 80.
Navigator
Requires 85 Driving Layup
Wider timing window on driving and advanced layups, with advanced gather animations that help you navigate through traffic and finish at the rim.
Airspace
Requires 87 Driving Dunk and 75 Vertical
Take flight on every drive, forcing contact dunk situations, powering through defenders, and finishing alley-oops with ease.
Inside Touch
Requires 85 Close Shot
Wider timing window on standing layups, making it easier to finish softly around the basket.
Detonator
Requires 85 Standing Dunk
Wider timing window on standing dunks, turning catches in the paint and mid-post feeds into reliable rim-rocking opportunities.
Paint Surgeon
Requires 80 Close Shot and 75 Post Control
Easily beat defenders with post backdowns, moves, and fakes. Wider timing window on post shots to finish with precision.
Shooting
Default Shooting
No rating requirement. Equipped by default.
Boost to all Shooting attributes by +30, up to a maximum of 80.
Calibrated
Requires 85 Three-Point Shot or 85 Mid-Range Shot
Wider timing window on catch-and-shoot and stand-still jumpers, rewarding disciplined shot selection with an easier green.
Shot Artist
Requires 89 Three-Point Shot or 89 Mid-Range Shot
Wider timing window on off-dribble jumpers, making it easier to convert off any dribble move.
Zip Code
Requires 91 Three-Point Shot
Extends effective shooting range, allowing deep shots to be treated as if taken from closer distances. Fire from further out without the penalty of range.
Playmaking
Default Playmaking
No rating requirement. Equipped by default.
Boost to all Playmaking attributes by +30, up to a maximum of 80.
Cook
Requires 90 Ball Handle
Increased chance to trigger defender reactions and devastating anklebreakers.
Blur
Requires 85 Ball Handle and 80 Speed With Ball
Enhances the ability to drive by defenders, making it easier to get to the rim.
Dishmaster
Requires 80 Pass Accuracy
Elevates all teammates' Finishing and Shooting discipline attributes, with crisp passes that can reach players anywhere on the court.
Defense
Default Defense
No rating requirement. Equipped by default.
Boost to all Defense attributes by +30, up to a maximum of 80.
Hawk
Requires 85 Steal
Higher efficiency in forcing fumbles and getting on-ball steals.
Glue
Requires 85 Perimeter Defense
Apply relentless pressure on ball handlers to shut down their options, while powering through screens to stay attached on every possession.
Rim Guardian
Requires 80 Interior Defense and 80 Block
Boosts ability to defend around the basket and in the post.
Rebounding
Default Rebound
No rating requirement. Equipped by default.
Boost to all Rebounding attributes by +30, up to a maximum of 80.
Muscle
Requires 80 Offensive Rebound and 80 Defensive Rebound and 80 Strength
Overpower opponents on the glass with superior boxouts and explosive rebounds.
See The Future
Requires 85 Offensive Rebound and 85 Defensive Rebound
See the miss coming. Know exactly where the ball will land before anyone else does.
Demolition
Requires 88 Strength
Dominate as a screener with boosted screen resolutions, unlocking punishing animations that flatten unsuspecting defenders.
Second Chance
Requires 80 Offensive Rebound
Instantly see feedback on all shots, and increased chance of successful putbacks.
Available in every discipline
Hydration Hero
No rating requirement. Unlocks at Takeover Progression Level 6.
Prevents adrenaline and energy (Turbo) drain, letting you push the pace with and without the ball. Rehydrate, replenish, and refuel with Gatorade to help you play at your best.
Takeover Progression rewards: all 21 levels
Takeover Progression levels come from playing games and performing well on the court. Rewards are shared across all MyCAREER saves, so progress on one build carries over to the next.
Levels 1 to 5 unlock ability swapping, one discipline at a time, in a fixed order that has nothing to do with your build. Rebounding comes first and Shooting comes last. Level 6 grants Hydration Hero. The remaining 15 levels are perks, three per discipline.
| Lv | Reward | What it does |
|---|---|---|
| 1 | Rebounding Takeover Abilities | Unlock the ability to change your equipped Rebounding Takeover Ability. |
| 2 | Finishing Takeover Abilities | Unlock the ability to change your equipped Finishing Takeover Ability. |
| 3 | Playmaking Takeover Abilities | Unlock the ability to change your equipped Playmaking Takeover Ability. |
| 4 | Defense Takeover Abilities | Unlock the ability to change your equipped Defense Takeover Ability. |
| 5 | Shooting Takeover Abilities | Unlock the ability to change your equipped Shooting Takeover Ability. |
| 6 | Hydration Hero Ability | Prevents adrenaline and energy (Turbo) drain, letting you push the pace with and without the ball. Rehydrate, replenish, and refuel with Gatorade to help you play at your best. |
| 7 | Rebounding Longevity Perk | Lengthens the amount of time a Takeover Ability is active. |
| 8 | Playmaking Overdrive Perk | Increases the attribute boosts received from Warm and Hot states. |
| 9 | Defense Accelerator Perk | Boost the in-game Takeover meter when performing positive events. |
| 10 | Finishing Overdrive Perk | Increases the attribute boosts received from Warm and Hot states. |
| 11 | Playmaking Longevity Perk | Lengthens the amount of time a Takeover Ability is active. |
| 12 | Rebounding Accelerator Perk | Boost the in-game Takeover meter when performing positive events. |
| 13 | Shooting Overdrive Perk | Increases the attribute boosts received from Warm and Hot states. |
| 14 | Finishing Accelerator Perk | Boost the in-game Takeover meter when performing positive events. |
| 15 | Defense Longevity Perk | Lengthens the amount of time a Takeover Ability is active. |
| 16 | Defense Overdrive Perk | Increases the attribute boosts received from Warm and Hot states. |
| 17 | Shooting Longevity Perk | Lengthens the amount of time a Takeover Ability is active. |
| 18 | Playmaking Accelerator Perk | Boost the in-game Takeover meter when performing positive events. |
| 19 | Rebounding Overdrive Perk | Increases the attribute boosts received from Warm and Hot states. |
| 20 | Finishing Longevity Perk | Lengthens the amount of time a Takeover Ability is active. |
| 21 | Shooting Accelerator Perk | Boost the in-game Takeover meter when performing positive events. |
When your discipline finishes unlocking
The perks are not spread evenly. Defense finishes five levels before Shooting does, so the same grind pays off at very different times depending on what you built.
| Discipline | Swap unlock | Perk levels | Fully unlocked |
|---|---|---|---|
| Defense | 4 | 9, 15, 16 | 16 |
| Playmaking | 3 | 8, 11, 18 | 18 |
| Rebounding | 1 | 7, 12, 19 | 19 |
| Finishing | 2 | 10, 14, 20 | 20 |
| Shooting | 5 | 13, 17, 21 | 21 |
What the Longevity, Overdrive and Accelerator perks do
- Longevity lengthens how long a Takeover Ability stays active.
- Overdrive increases the attribute boosts you get from Warm and Hot states.
- Accelerator fills the in-game Takeover meter faster when you make positive plays.
Each perk is named for a discipline, and every discipline has one of each.
Frequently Asked Questions
What is Takeover in NBA 2K27?
Takeover is a MyPlayer boost system with five slots, one for each discipline: Finishing, Shooting, Playmaking, Defense and Rebounding. Every slot starts with a Default Takeover that raises all attributes in that discipline by 30, up to a maximum of 80. Eighteen named abilities replace those defaults once your ratings reach set thresholds.
How many Takeover abilities are in NBA 2K27?
Twenty-four. Five Default Takeovers, Hydration Hero, and 18 abilities gated behind attribute requirements.
What is the highest Takeover requirement in NBA 2K27?
Zip Code, at 91 Three-Point Shot, with Cook next at 90 Ball Handle. Muscle asks for the most overall, needing three separate attributes at 80: Offensive Rebound, Defensive Rebound and Strength.
What is the lowest Takeover requirement in NBA 2K27?
Dishmaster at 80 Pass Accuracy and Second Chance at 80 Offensive Rebound. Both need a single attribute at 80.
Do I need every attribute listed on a Takeover?
Usually yes. The exception is Shooting: Calibrated and Shot Artist need either Three-Point Shot or Mid-Range Shot at the listed rating, not both. Every other multi-attribute Takeover needs all of them.
How do you level up Takeover Progression in NBA 2K27?
By playing games and performing well on the court. Progress is account-wide and shared across every MyCAREER save, so levelling on one build carries over to the next.
Can you change your Takeover in NBA 2K27?
Only after that discipline unlocks ability swapping, which happens across Takeover Progression Levels 1 to 5. Rebounding unlocks first at Level 1, then Finishing, Playmaking and Defense, and Shooting last at Level 5.
Related NBA 2K Guides
- NBA 2K27 Cap Breakers Push an attribute past its cap to reach a Takeover threshold.
- NBA 2K27 Badges See every badge and its attribute requirements.
- NBA 2K27 Animation Requirements Find the attribute thresholds for animations.
- NBA 2K27 Workout Warrior All 12 Gatorade Gym workouts and how to make your stamina and body types permanent.